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Balancing around S+ Killers and SWF’s ruins it for M1’s and solo Q

TheSaltySaloon
TheSaltySaloon Member Posts: 61
edited December 2025 in General Discussions

Sorry for the long title, but it’s basically the thesis of my statement:

Balancing the game solely around S-tier killers and SWF bully squads ruins the experience for anyone trying to play a basic M1 killer or solo-queue survivors. The top-tier killers Behavior keeps releasing are so oppressive in their base kits—map traversal, passive debuffs, projectiles, stealth—combined with meta perks, that maps are forced to have 45 pallets just so solo queue has a semblance of a chance to escape.

However, this creates the opposite problem: basic M1 killers are dragged through pallet hell, struggling to down a single survivor as they throw eight pallets in a row, wasting massive amounts of time with little to no consequence. At the same time, average solo-queue survivors suffer against these overtuned S-rank killers, whom they have almost no chance of beating without a coordinated team.


Of course, the current model of meta killers didn’t come out of nowhere. They were designed specifically to combat SWFs—and here lies the real problem. Each new killer is made more powerful and oppressive than the last. SWFs complain, receive new buffs or perks that further disrupt balance, and Behavior responds by releasing even more overtuned killers. The cycle repeats endlessly.

Meanwhile, anyone just trying to have some silly fun with a basic M1 killer or playing average solo-queue matches suffers as collateral damage.


The way Behavior develops this game feels like a snake eating itself.

Comments

  • runningguy
    runningguy Member Posts: 966

    well if you play a "fair" m1 killer then maybe. Thats why people tunnel. If you as killer are having silly fun as m1 killer instead of using S tier killer, meta perks or harsh tactics to compensate then you cant complain if you lose.

    Likewise, as survivor, if your playing "fair", having fun with other team mates, generally having a laugh then you cant complain that a killer is steamrolling you.

    Harsh reality is this…. if you want to win, sometimes you need to be ruthless, you need to do what needs to be done. This applies to both sides. killers may need to tunnel or use S tier killers with meta perks. Survivors may need to play more sneaky or selfish.

    If you dont care about winning then there is no issue, have your fun, mess around, lose the match and move on.

  • TheSaltySaloon
    TheSaltySaloon Member Posts: 61

    So if you play a basic M1 killer you should be “forced” to tunnel? That’s the solution?

  • karatekit
    karatekit Member Posts: 289

    Tunneling is a part of the game. Folks need to stop beating around the bush complaining about this tunneling boogeyman and instead should complain about the killer strength directly. Even if killers tunnel, especially the lower tier killers or “M1” killers, they can still lose, because the game is balanced around it. You are expected to tunnel. This is a whole different issue (if you consider tunneling an issue) and it shouldnt be a part of this conversation. Because every single killer can and does tunnel, camp, and slug, some just do it better.

  • TheSaltySaloon
    TheSaltySaloon Member Posts: 61

    it’s unpopular because nobody likes it. Survivors definitely don’t like it. Killers don’t particularly want to but feel forced to due to insane gen speeds and number of pallets. Ofc you just have the killers who don’t gaf either way but still…


    Game balance where your forced to play in one particular playstyle is not good balance.

  • karatekit
    karatekit Member Posts: 289

    then bHvr will have to rework a lot of things, from many perks to fundamental game design. Tunneling wasnt added in a patch, it existed since the beginning.

  • runningguy
    runningguy Member Posts: 966

    not forced, some people can do ok as m1 killer without tunneling. but for someone that cant do very well and wants to win….yes, tunnel. do what needs to be done within the rules of the game. Thats what i do on both sides and i have minimal issues as survivor and killer.

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  • jedimaster505
    jedimaster505 Member Posts: 369

    Well, I agree, except I think killer mains greatly exaggerate how bad it is for "m1 killers", even Trapper. First of all…many "m1 killers" can be very deadly in the right hands. So just labelling a killer "m1" and complaining about having to break multiple pallets doesn't mean they're underperforming. Every killer has an above 50% kill rate meaning even the lowest tier "m1 killers" still have it better than most survivors. So I really don't see how a killer character who wins more than half his matches has his experience "ruined". That just sounds like a fair and balanced PvP experience, and in just about any other popular PvP game 50/50 is considered fair. It's only in Dead by Daylight that one role feels entitled to win far more than the opponent without playing more skillfully.

  • jedimaster505
    jedimaster505 Member Posts: 369

    Of course any player can technically do what's within "the rules" of the game. But…people can still argue the rules should be modified. The anti-slugging, tunneling and camping changes would have incentivized less cheese tactics and more skillful gameplay from killers. But the killer mains didn't want to bother to adapt. Instead of completely scrapping the changes in response to the social media outrage, BHVR could have tweaked the numbers to be less "punishing", while also nerfing the strongest killers and buffing the weakest killers if necessary.

  • cogsturning
    cogsturning Member Posts: 2,240

    Of course, the current model of meta killers didn’t come out of nowhere. They were designed specifically to combat SWFs

    What is this assessment based on?

    Meanwhile, anyone just trying to have some silly fun with a basic M1 killer or playing average solo-queue matches suffers as collateral damage.

    Are you genuinely trying to win as an M1 killer? Are your stats below 60%? Which killers are the issue, exactly?

  • runningguy
    runningguy Member Posts: 966

    so instead of potentially being forced into tunneling, you expect 3 tactics to be nerfed? would that not force people into 1 play style of spread hooks? currently people have a choice, they can tunnel, slug, camp, spread hooks if they choose to. remove 3 of those tactics and killers are only left with 1 thing to do. sounds pretty linear and 1 dimensional to me. spread hooks, if you cant do that….tough.

    Why would killer mains be ok adapting to the changes when survivor mains refuse to adapt to tunneling? its not like tunneling has no downsides or counters. there even perks designed to counter it. But instead of adapting and learning to counter it they complain. its not surprising killers then took the same approach.

  • jedimaster505
    jedimaster505 Member Posts: 369

    I don't want tunneling, camping and slugging completely removed, just disincentivized. Currently they are simply too easy to do yet have a massive payoff. Currently, killers that abuse these cheese tactics can beat survivor teams well above their experience level. Killers would still be able to tunnel, slug and camp all they want, it just wouldn't be as effective a strategy as it is now, so killers would actually have reason to spread hook states and would be rewarded more for choosing the more skillful strategy.

    Tunneling/camping/slugging are far more difficult for survivors to adapt to given how little skill is required for a killer to abuse them. A baby killer can have quite a bit of success with these cheese tactics whereas the survivor team needs to have far superior game sense to counter it.

  • runningguy
    runningguy Member Posts: 966

    if these tactics were nerfed but not removed so people use them less then they would need to be less effective than spreading hooks. killers are already struggling to spread hooks thats why they tunnel. if you make it so the killer has to do the already difficult thing (spread hooks) and if they cant then tunnel….but its been nerfed so tunneling isnt effective anymore. pretty much pushes that tactic out as a possible option by saying if you cant do the already hard thing then try doing somthing thats less effective? the only way that would work is if spreading hooks was made easier to do but no survivor wants that either

  • runningguy
    runningguy Member Posts: 966

    not every playstyle is spreading hooks. certain killers for example dont require spreading hooks. onryo, pig for example. camping and protecting the one on hook is not tunneling or spreading hooks, its camping making sure people dont succeed in freeing them like bubba. slugging been used as a tactic that is not spreading hooks. The bread and butter of the game is to kill. how the killer gets the kills can differ depending on killer and play style. Thats what makes the game worth playing, the variety of ways people can play. so like i said, remove all 3 tactics or nerf them so they are not effective and the killer will only be able to spread hooks unless they go killers that dont need to. personally i think it would shift meta further to S tiers if all 3 tactics were nerfed to the ground and reduce the variety of killers seen in matches even further.

  • runningguy
    runningguy Member Posts: 966

    slugging someone to chase after another person is no spreading hooks. thats mass slugging and winning via getting 4 hooks. thats not the same as spreading hooks to get 12 hooks for 4k. in an ideal world yes tunneling wouldnt be a thing and killers of all tiers would be able to win by hooking each person at least twice each. But its a dream world and not practical. mainly because low tier killers with low mobility have it worse than S tiers. The devs have built the game around speed. look at ghoul and krasue. high mobility killers to compete with the gen speeds.The only ways this issue would be resolved is:

    1. nerf tunneling, camping and slugging so they are less effective AND nerf gen speeds at the same time to allow low mobility killers time to spread hooks. (No survivor wants that)
    2. nerf tunneling, camping and slugging so they are less effective then buff individual killers across the full roster that may be struggling to keep up without these tactics so they dont further buff S tiers. (the amount of time it would take to buff each killer to compensate would take years, look how long it takes the devs to do reworks and change just 1 killer like skull merchant). During this time killers would stop playing.

    These are the only 2 options i could see working and both will never work. Therefore it is best to assume tunneling, slugging, camping, will always be the way it is and to learn to counter it because if people are waiting for changes they will be disappointed and have a very long wait. This would never have been a major issue if it wasnt for the high mobility S tier killers like blight. They could have done a blanket buff for all killers when they nerf tunneling but that cant happen anymore.

  • I_CAME
    I_CAME Member Posts: 1,589
    edited 2:09AM

    Which is why resources should be based around the killer you are up against. Why should Ghoul, Blight, Hillbilly, Dracula, Singularity, etc spawn the same number of pallets as Ghost Face, Trapper, Legion, Pig, etc? Makes zero sense. You don't need a variant for every killer either. Just 2-3 tiers would be better than the one size fits all approach we have now. It would essentially be selective pallet density.

  • jesterkind
    jesterkind Member Posts: 9,570

    I think part of the issue may be that you're misunderstanding what spreading hooks actually means. It isn't specifically hooking every person twice for a perfect twelve hook game, it's just getting a hook and then going out to get another hook on another survivor, then repeating. That's all spreading hooks entails.

    Every killer is capable of getting good results from a variety of playstyles + tactics by making sure not to repeatedly target the same survivor.

    Obviously it is fairly difficult for most killers to arbitrarily two-hook everyone in a perfect cycle before anyone dies, but that isn't what basically anyone means when they talk about spreading hooks.

    So, what needs to happen is just that tunnelling and slugging have their highest values brought in line with what you can get by spreading hooks, because they're the unbalanced thing. Slugging less so, that only needs some light reigning in (honestly the 9.3.0 PTB was basically perfect, I don't think they needed to scrap that), and tunnelling being the thing that needs more robust changes.
    Then those things would be options (sans maybe tunnelling) but the value you'd get from them would be proportional to the effort you put in.

  • Ryuhi
    Ryuhi Member Posts: 4,467
    edited 2:25AM

    They don't balance for S tiers and SWF, those groups just "play DBD better" than the rest. S tiers are where they are because they excel in macro play in the game's current state (lethality, mobility, unique necessary counterplay, etc,) and SWFs are able to bypass many of the information and coordination deficits the game is designed around. The only way to change those things is to change the reasons why they are considered so fitting for the game's current state, and in the case of SWF especially, thats a pretty hard thing to do without punishing people who just want to play with their friends. Normalizing would be buffing weak while simultaneously nerfing strong, but doing so in a way that their meta considerations are consistent instead of just dumpstering the strong and gigabuffing the weak. After how the fresh hook incentive went, I don't have any faith they could do this properly without it turning into a monkey paw that negatively impacts the role.

  • TheSaltySaloon
    TheSaltySaloon Member Posts: 61

    I’ve often thoughts this myself.

    The killers could be in tiers of how powerful they are which would determine how many pallets would spawn in a given match. Tier 1 killers would have the most and tier 3 would have the least. This will never happen however because it’d require behavior to do some work which is something they desperately don’t wanna, so they’ll just release a new killer instead.

  • runningguy
    runningguy Member Posts: 966

    Thats exactly what i mean, hooking someone then going after someone else can mean wasting valuable time traversing the map looking for the next player, or wasting valuable time going for a pro looper when the weak link is free to crank out gens like theres no tomorrow. This time waste isnt a big deal to high mobility killers but its crucial for low tier low mobility killers. you just have to look at the kill rates to see things are the way the devs aimed for 40/60 balance and that is with tunneling. its pretty clear if it was nerfed to the point its no longer that effective kill rates would highly likely drop because so many rely on it to be able to compete. The fact a killer can tunnel the 1 weak link shows a smart way to way to play which can also be detrimental to the killer if they tunnel the wrong player. That is balanced and fair. it has its advantages and disadvantages. the only ones that seem to have an issue with tunneling are the weak links but instead of improving and changing how they play to counter this common killer tactic they push for nerfs. I say this as a survivor, in my matches im often the stronger player which means the killer abandons the chase before they can tunnel me out.

  • Ryuhi
    Ryuhi Member Posts: 4,467

    I don't agree with it regarding pallet spawns, but mostly because pallets aren't equal. It would be better to have less strong pallets than more trash ones, with the more middle strength ones being the only real constant. Personally I think they missed a golden oppotunity with fresh hooks by tying a reward for them into addressing each killer's weaknesses, as it would simultaneously actually incentivize the killer player to not tunnel. Pair it with some relative nerf to tunneling, tiers get condensed, tunneling reduced, everybody's happy.

    Would take more work than blanket adjustments and (dis)incentives, but those didn't seem to work out anyway.

  • jesterkind
    jesterkind Member Posts: 9,570

    The thing about that is that you shouldn't be wasting any time looking for another survivor. You should already know where another survivor is and be going straight to them.

    Now, I'm not saying everyone should be at the ultra pro level where you can track all the survivors reliably just from your own game sense, that's unreasonable. If you're not at that level, a good chunk of your info about where to go should come from either perks or just going to wherever the last survivor you saw is on top of the game sense that you do have - and no shade, that's where I'm at too.
    What you're describing here isn't really an inherent problem with trying to spread hooks, it's just what you hone as you get better at killer. You get better at knowing where to go, you get better at not taking the wrong chases or letting chases go on for too long, you get better at outplaying survivors, and so on.

    It's not an unavoidable time waste that lower tier killers just can't afford. It's part of the game's skill expression and skill curve. Reliably being able to tunnel someone out just stunts your growth as a player in this regard.

  • Mr_K
    Mr_K Member Posts: 10,349

    We doing S+ now?

    Hate to break it to you but this game isn't balanced on the top tier. Releasing a strong killer doesn't suddenly make survivors better at escaping M1 killers. You talk about pallet density without knowing how dense pallets really were. Survivors had pallets within pebble distance which each of them being safe. What you have to deal with now is a fraction of what it was when Nurse and Billy were the only "viable killers".

    Bully squads have lost much of their tools. Yes, survivors can still torment low skilled killers. But this isn't the grade based match making it once was where you can lower your rank on a dime.

    At some point it needs to be asked, "is this a skill issue?"

  • runningguy
    runningguy Member Posts: 966

    killers dont have basekit aura read for a start so killers shouldnt be able to know where survivors are. killers can guess but there is no way of knowing where they are…head to a wrong gen and thats time wasted. Thats not skill thats luck. head to a gen thats been worked on and people pre run….time wasted, especially when swf has comms that tell the team what direction the killer is heading to. as a stealth survivor i know how easy it is to work gens and disappear so the killer has no idea where i am. Even if the killer knew where the survivors are, they could be on the other side of the map doing a gen, its situational but in many situations its better time management to not waste time slowly walking to the other side of the map to encounter a pro looper near the a strong loop when the weak link is already hooked and in a weak loop area. its smart play that could have been avoided by the survivor heading to a strong loop location or being harder to catch. being able to reliably tunnel someone out shows smart gameplay, using the brain to work out if its worth tunneling that survivor or try a different target, knowing if its worth tunneling someone when they are at a strong loop location.

    you say tunneling stunts growth yet you expect the killer to basically not target the weak looper and go for someone else when its the weak looper that could do with the practice in chases to improve. That stunts growth of the survivor, they wont learn to loop better because after being caught once the killer would need to target someone else which could be much stronger in chase.

  • jesterkind
    jesterkind Member Posts: 9,570

    There are ways of knowing where survivors are.

    Crows, scratch marks, loud noise notifications, and sheer line of sight are all ways of knowing where survivors are, and then there are ways of minimising guesswork like going to places where survivors were shown to be while you were in chase.
    Yes, pre-running is a thing, but it only lessens the value of spreading pressure, it doesn't remove it.

    I'm not sure where the binary of strong versus weak looper came from here though, genuinely. Why assume the survivor on the hook is the weak link and that all the other survivors are strong loopers…?

    It's just as likely that everyone in the match is roughly equivalent when it comes to looping, and even more likely that only one survivor is actually a really strong looper and the rest are just decent.

    Still, fact of the matter is, for most killers in the game strong loopers are only actually scary if they're also in strong parts of the map. All the looping skill in the world doesn't matter in a deadzone, and even strong loopers can only get so much out of weak tiles. If you avoid chasing anyone who looks like they're particularly good at looping you're definitely never going to improve, tunnelling or no tunnelling.
    As for the survivors, you don't get much meaningful practice from being tunnelled since the chase starts stacked against you. Not that I'm particularly concerned with their skill development in this context, I'm speaking from the killer perspective here.

  • runningguy
    runningguy Member Posts: 966

    on many maps line of sight isnt option, crows are useless, there are no loud noises unless close to a gen or someone messes a skill check, scratch marks wear off and only appear when survivors run. if people are already on gens they dont leave scratch marks, they dont disturb crows, so if a killer is one end of the map, there many gens people could potentially work on. if it was easy to find players i wouldnt be able to play stealth the way i do. These all seem like weak attempts to try and say low mobility killers can know where survivors are so target them instead of the weak link.

    if the killer can down a player fast, they KNOW they can down that survivor fast again. it makes no sense to target someone else when there is a risk that they could be a strong looper. it makes just as much sense for a survivor to get a gen to 90% then move on to another one half way across the map when the killer is no where near the 90% gen. its actively making the game harder for no reason and creating unnecessary risks for the sake of it.

    im doing fine in my matches as killer going against sweating SWF teams with tunneling, i win some i lose some. thats balance, thats how it should be. What happens when i dont tunnel? i lose match after match after match. fun? not at all. helps me improve? if it does then no where near fast enough to keep me playing. Thats why i tunnel, to balance the broken system of m1 killer v SWF on comms. before i started getting these teams i didnt tunnel at all.

    Survivors can practice looping even if the odds are stacked. i did and now i can loop better for it. there was a time where i was tunneled quite a bit… i adapted, changed how i play, got better. we should be doing what we need to do, i did and both my survivor and killer matches are way more fun for it. Its a shame so many survivors in particular refuse to change, refuse to adapt, they DC, go next, give up, take the stubborn attitude of "im not using anti tunnel perks because i shouldnt have to". They often say "i just want to have fun" then complain about losing when they dont bring their A game and try as hard as the opponent.

    Bottom line is, i dont see an issue, there are counters, there are drawbacks, its not 100% effective. i encourage anyone struggling as killer to tunnel if they need to…better that than quit the game out of frustration long before they "get better". And as survivor i encourage other survivors to play differently, play stealthy, if you cant loop, fine, stealth is a great alternative. But neither side should be complaining when they are counters available, there are options and choices people can make to make the game fun.

  • Chrarcq
    Chrarcq Member Posts: 68

    They're not balancing around S tiers. They however may be balancing around competent surv players, in SWF or not.

  • karatekit
    karatekit Member Posts: 289

    it is quite literally impossible to exactly know the location of a survivor unless you have aura reading on them. you can have an approximate location and be correct, but even COMP players use stealth for a reason. even if you somehow know exactly where a survivor is, it doesn't matter if all they do is run to the strongest part of the map. in this situation, if you chase them, then you are simply wasting time walking/flying there just for a slim chance to outplay them at a very difficult safe loop. no competent killer is going to bother chasing a survivor all the way there unless there's a very good reason, because it's just an extremely stupid play.

    it's far better to camp and if viable tunnel the unhooked survivor at a bad part of the map. this is literally how the game is designed, 50/50 looping gameplay only gets you so far, you need to force the other side into disadvantageous situations by making good decisions too. you will see good killers tunneling and not tunneling depending on the situation sometimes it's better to spread hooks for pain res value and to avoid decisive strike, and sometimes it's better to tunnel out the unhooked survivor. another example of this is survivors will sometimes let themselves die at unsafe pallets instead of bothering to loop them, and coordinate with their team members to play for a save. just the sheer fact of bothering the killer and stopping him from picking up the survivor can be a huge time loss for what could be an easy down and hook.

    by the way what would your thoughts be on the killer if he tunnels someone off hook, leaves them slugged, proxy camps the slug, and hooks them after 60 seconds to avoid decisive strike, regardless of whether or not he actually ended up hooking someone else in the process? isn't this practically tunneling just with buffer time in between?

  • Abbzy
    Abbzy Member Posts: 2,273

    It isnst you soulb be but now currently you are way more than other stronger killers that arent dependent on 115 m1 chase thats fact that you will have to tunnel more as ghostface or trappe,wraith than springtrap,ghoul,wesker.

    It doesnt sound pleasant but its truth (if you face good teams you dont have so many tools in chase to get fast downs so its harder to get that downs and gen fly so you will have usualy less hooks on few gens left than the killers that can end chase faster with more chase tools and not just relie on just m1 and basekit speed).

  • Abbzy
    Abbzy Member Posts: 2,273

    Didnt the devs stated somewhere that they balance the game not around 50% of player base or to 5% but rather around the top 30% so the best one third. I think they did post it somewhere.